/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Reflection;
using System.Text;
using System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Statistics;
using OpenSim.Region.ClientStack;
using OpenSim.Region.Communications.Local;
using OpenSim.Region.Communications.OGS1;
using OpenSim.Region.Environment;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Physics.Manager;
namespace OpenSim
{
///
/// Common OpenSim simulator code
///
public class OpenSimBase : RegionApplicationBase
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected string proxyUrl;
protected int proxyOffset = 0;
///
/// The file used to load and save prim backup xml if no filename has been specified
///
protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml";
///
/// The file used to load and save an opensim archive if no filename has been specified
///
protected const string DEFAULT_OAR_BACKUP_FILENAME = "scene_oar.tar.gz";
///
/// The file to load and save inventory if no filename has been specified
///
protected const string DEFAULT_INV_BACKUP_FILENAME = "opensim_inv.tar.gz";
public ConfigSettings ConfigurationSettings
{
get { return m_configSettings; }
set { m_configSettings = value; }
}
protected ConfigSettings m_configSettings;
protected ConfigurationLoader m_configLoader;
protected GridInfoService m_gridInfoService;
protected List m_clientServers = new List();
protected List m_regionData = new List();
public ConsoleCommand CreateAccount = null;
protected List m_plugins = new List();
///
/// The config information passed into the OpenSim region server.
///
public OpenSimConfigSource ConfigSource
{
get { return m_config; }
set { m_config = value; }
}
protected OpenSimConfigSource m_config;
public List ClientServers
{
get { return m_clientServers; }
}
public List RegionData
{
get { return m_regionData; }
}
public new BaseHttpServer HttpServer
{
get { return m_httpServer; }
}
public uint HttpServerPort
{
get { return m_httpServerPort; }
}
public ModuleLoader ModuleLoader
{
get { return m_moduleLoader; }
set { m_moduleLoader = value; }
}
protected ModuleLoader m_moduleLoader;
///
/// Constructor.
///
///
public OpenSimBase(IConfigSource configSource) : base()
{
LoadConfigSettings(configSource);
}
protected virtual void LoadConfigSettings(IConfigSource configSource)
{
m_configLoader = new ConfigurationLoader();
m_config = m_configLoader.LoadConfigSettings(configSource, out m_configSettings, out m_networkServersInfo);
ReadExtraConfigSettings();
}
protected virtual void ReadExtraConfigSettings()
{
IConfig networkConfig = m_config.Source.Configs["Network"];
if (networkConfig != null)
{
proxyUrl = networkConfig.GetString("proxy_url", "");
proxyOffset = Int32.Parse(networkConfig.GetString("proxy_offset", "0"));
}
}
protected virtual void LoadPlugins()
{
PluginLoader loader =
new PluginLoader(new ApplicationPluginInitialiser(this));
loader.Load("/OpenSim/Startup");
m_plugins = loader.Plugins;
}
///
/// Performs startup specific to this region server, including initialization of the scene
/// such as loading configuration from disk.
///
protected override void StartupSpecific()
{
base.StartupSpecific();
m_stats = StatsManager.StartCollectingSimExtraStats();
LibraryRootFolder libraryRootFolder = new LibraryRootFolder(m_configSettings.LibrariesXMLFile);
// StandAlone mode? is determined by !startupConfig.GetBoolean("gridmode", false)
if (m_configSettings.Standalone)
{
InitialiseStandaloneServices(libraryRootFolder);
}
else
{
// We are in grid mode
InitialiseGridServices(libraryRootFolder);
}
// Create a ModuleLoader instance
m_moduleLoader = new ModuleLoader(m_config.Source);
LoadPlugins();
// Only enable logins to the regions once we have completely finished starting up (apart from scripts)
m_commsManager.GridService.RegionLoginsEnabled = true;
}
///
/// Initialises the backend services for standalone mode, and registers some http handlers
///
///
protected virtual void InitialiseStandaloneServices(LibraryRootFolder libraryRootFolder)
{
LocalInventoryService inventoryService = new LocalInventoryService();
inventoryService.AddPlugin(m_configSettings.StandaloneInventoryPlugin, m_configSettings.StandaloneInventorySource);
LocalUserServices userService =
new LocalUserServices(
m_networkServersInfo.DefaultHomeLocX, m_networkServersInfo.DefaultHomeLocY, inventoryService);
userService.AddPlugin(m_configSettings.StandaloneUserPlugin, m_configSettings.StandaloneUserSource);
LocalBackEndServices backendService = new LocalBackEndServices();
LocalLoginService loginService =
new LocalLoginService(
userService, m_configSettings.StandaloneWelcomeMessage, inventoryService, backendService, m_networkServersInfo,
m_configSettings.StandaloneAuthenticate, libraryRootFolder);
m_commsManager
= new CommunicationsLocal(
m_networkServersInfo, m_httpServer, m_assetCache, userService, userService,
inventoryService, backendService, backendService, userService,
libraryRootFolder, m_configSettings.DumpAssetsToFile);
// set up XMLRPC handler for client's initial login request message
m_httpServer.AddXmlRPCHandler("login_to_simulator", loginService.XmlRpcLoginMethod);
// provides the web form login
m_httpServer.AddHTTPHandler("login", loginService.ProcessHTMLLogin);
// Provides the LLSD login
m_httpServer.SetDefaultLLSDHandler(loginService.LLSDLoginMethod);
// provide grid info
// m_gridInfoService = new GridInfoService(m_config.Source.Configs["Startup"].GetString("inifile", Path.Combine(Util.configDir(), "OpenSim.ini")));
m_gridInfoService = new GridInfoService(m_config.Source);
m_httpServer.AddXmlRPCHandler("get_grid_info", m_gridInfoService.XmlRpcGridInfoMethod);
m_httpServer.AddStreamHandler(new RestStreamHandler("GET", "/get_grid_info", m_gridInfoService.RestGetGridInfoMethod));
}
protected virtual void InitialiseGridServices(LibraryRootFolder libraryRootFolder)
{
m_commsManager
= new CommunicationsOGS1(m_networkServersInfo, m_httpServer, m_assetCache, libraryRootFolder);
m_httpServer.AddStreamHandler(new SimStatusHandler());
}
protected override void Initialize()
{
//
// Called from base.StartUp()
//
m_httpServerPort = m_networkServersInfo.HttpListenerPort;
InitialiseAssetCache();
m_sceneManager.OnRestartSim += handleRestartRegion;
}
///
/// Initialises the assetcache
///
protected virtual void InitialiseAssetCache()
{
// If the assetcache is set to default, then use the grid asset service in grid mode and the local database
// based asset service in standalone mode
IAssetServer assetServer;
if (m_configSettings.AssetStorage == "grid"
|| (m_configSettings.AssetStorage == "default" && false == m_configSettings.Standalone))
{
assetServer = new GridAssetClient(m_networkServersInfo.AssetURL);
}
else if (m_configSettings.AssetStorage == "cryptogrid") // Decrypt-Only
{
assetServer = new CryptoGridAssetClient(m_networkServersInfo.AssetURL,
Environment.CurrentDirectory, true);
}
else if (m_configSettings.AssetStorage == "cryptogrid_eou") // Encrypts All Assets
{
assetServer = new CryptoGridAssetClient(m_networkServersInfo.AssetURL,
Environment.CurrentDirectory, false);
}
else if (m_configSettings.AssetStorage == "file")
{
assetServer = new FileAssetClient(m_networkServersInfo.AssetURL);
}
else
{
SQLAssetServer sqlAssetServer = new SQLAssetServer(m_configSettings.StandaloneAssetPlugin, m_configSettings.StandaloneAssetSource);
sqlAssetServer.LoadDefaultAssets(m_configSettings.AssetSetsXMLFile);
assetServer = sqlAssetServer;
}
m_assetCache = new AssetCache(assetServer);
}
public void ProcessLogin(bool LoginEnabled)
{
if (LoginEnabled)
{
m_log.Info("[Login] Login are now enabled ");
m_commsManager.GridService.RegionLoginsEnabled = true;
}
else
{
m_log.Info("[Login] Login are now disabled ");
m_commsManager.GridService.RegionLoginsEnabled = false;
}
}
///
/// Execute the region creation process. This includes setting up scene infrastructure.
///
///
///
///
public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag)
{
return CreateRegion(regionInfo, portadd_flag, false);
}
///
/// Execute the region creation process. This includes setting up scene infrastructure.
///
///
///
public IClientNetworkServer CreateRegion(RegionInfo regionInfo)
{
return CreateRegion(regionInfo, false, true);
}
///
/// Execute the region creation process. This includes setting up scene infrastructure.
///
///
///
///
///
public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init)
{
int port = regionInfo.InternalEndPoint.Port;
// set initial originRegionID to RegionID in RegionInfo. (it needs for loding prims)
regionInfo.originRegionID = regionInfo.RegionID;
// set initial ServerURI
regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName + ":" + regionInfo.InternalEndPoint.Port;
regionInfo.HttpPort = m_httpServerPort;
if ((proxyUrl.Length > 0) && (portadd_flag))
{
// set proxy url to RegionInfo
regionInfo.proxyUrl = proxyUrl;
Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName);
}
IClientNetworkServer clientServer;
Scene scene = SetupScene(regionInfo, proxyOffset, m_config.Source, out clientServer);
m_log.Info("[MODULES]: Loading Region's modules");
List modules = m_moduleLoader.PickupModules(scene, ".");
// This needs to be ahead of the script engine load, so the
// script module can pick up events exposed by a module
m_moduleLoader.InitialiseSharedModules(scene);
scene.SetModuleInterfaces();
// Prims have to be loaded after module configuration since some modules may be invoked during the load
scene.LoadPrimsFromStorage(regionInfo.originRegionID);
scene.StartTimer();
// moved these here as the terrain texture has to be created after the modules are initialized
// and has to happen before the region is registered with the grid.
scene.CreateTerrainTexture(false);
try
{
scene.RegisterRegionWithGrid();
}
catch (Exception e)
{
m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e);
// Carrying on now causes a lot of confusion down the
// line - we need to get the user's attention
System.Environment.Exit(1);
}
// We need to do this after we've initialized the
// scripting engines.
scene.CreateScriptInstances();
scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
scene.EventManager.TriggerParcelPrimCountUpdate();
m_sceneManager.Add(scene);
m_clientServers.Add(clientServer);
m_regionData.Add(regionInfo);
clientServer.Start();
if (do_post_init)
{
foreach (IRegionModule module in modules)
{
module.PostInitialise();
}
}
return clientServer;
}
public void RemoveRegion(Scene scene, bool cleanup)
{
// only need to check this if we are not at the
// root level
if ((m_sceneManager.CurrentScene != null) &&
(m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
{
m_sceneManager.TrySetCurrentScene("..");
}
scene.DeleteAllSceneObjects();
m_regionData.Remove(scene.RegionInfo);
m_sceneManager.CloseScene(scene);
if (!cleanup)
return;
if (!String.IsNullOrEmpty(scene.RegionInfo.RegionFile))
{
File.Delete(scene.RegionInfo.RegionFile);
m_log.InfoFormat("[OPENSIM]: deleting region file \"{0}\"", scene.RegionInfo.RegionFile);
}
}
public void RemoveRegion(string name, bool cleanUp)
{
Scene target;
if (m_sceneManager.TryGetScene(name, out target))
RemoveRegion(target, cleanUp);
}
protected override StorageManager CreateStorageManager()
{
return CreateStorageManager(m_configSettings.StorageConnectionString, m_configSettings.EstateConnectionString);
}
protected StorageManager CreateStorageManager(string connectionstring, string estateconnectionstring)
{
return new StorageManager(m_configSettings.StorageDll, connectionstring, estateconnectionstring);
}
protected override ClientStackManager CreateClientStackManager()
{
return new ClientStackManager(m_configSettings.ClientstackDll);
}
protected override Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
AgentCircuitManager circuitManager)
{
SceneCommunicationService sceneGridService = new SceneCommunicationService(m_commsManager);
return new Scene(
regionInfo, circuitManager, m_commsManager, sceneGridService, m_assetCache,
storageManager, m_moduleLoader, m_configSettings.DumpAssetsToFile, m_configSettings.PhysicalPrim,
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
}
public void handleRestartRegion(RegionInfo whichRegion)
{
m_log.Info("[OPENSIM]: Got restart signal from SceneManager");
// Shutting down the client server
bool foundClientServer = false;
int clientServerElement = 0;
for (int i = 0; i < m_clientServers.Count; i++)
{
if (m_clientServers[i].HandlesRegion(new Location(whichRegion.RegionHandle)))
{
clientServerElement = i;
foundClientServer = true;
break;
}
}
if (foundClientServer)
{
m_clientServers[clientServerElement].Server.Close();
m_clientServers.RemoveAt(clientServerElement);
}
//Removing the region from the sim's database of regions..
int RegionHandleElement = -1;
for (int i = 0; i < m_regionData.Count; i++)
{
if (whichRegion.RegionHandle == m_regionData[i].RegionHandle)
{
RegionHandleElement = i;
}
}
if (RegionHandleElement >= 0)
{
m_regionData.RemoveAt(RegionHandleElement);
}
CreateRegion(whichRegion, true);
}
# region Setup methods
protected override PhysicsScene GetPhysicsScene(string osSceneIdentifier)
{
return GetPhysicsScene(
m_configSettings.PhysicsEngine, m_configSettings.MeshEngineName, m_config.Source, osSceneIdentifier);
}
///
/// Handler to supply the current status of this sim
///
/// Currently this is always OK if the simulator is still listening for connections on its HTTP service
protected class SimStatusHandler : IStreamedRequestHandler
{
public byte[] Handle(string path, Stream request,
OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
return Encoding.UTF8.GetBytes("OK");
}
public string ContentType
{
get { return "text/plain"; }
}
public string HttpMethod
{
get { return "GET"; }
}
public string Path
{
get { return "/simstatus/"; }
}
}
#endregion
///
/// Performs any last-minute sanity checking and shuts down the region server
///
public override void ShutdownSpecific()
{
if (proxyUrl.Length > 0)
{
Util.XmlRpcCommand(proxyUrl, "Stop");
}
m_log.Info("[SHUTDOWN]: Closing all threads");
m_log.Info("[SHUTDOWN]: Killing listener thread");
m_log.Info("[SHUTDOWN]: Killing clients");
// TODO: implement this
m_log.Info("[SHUTDOWN]: Closing console and terminating");
try
{
m_sceneManager.Close();
}
catch (Exception e)
{
m_log.ErrorFormat("[SHUTDOWN]: Ignoring failure during shutdown - {0}", e);
}
}
///
/// Get the start time and up time of Region server
///
/// The first out parameter describing when the Region server started
/// The second out parameter describing how long the Region server has run
public void GetRunTime(out string starttime, out string uptime)
{
starttime = m_startuptime.ToString();
uptime = (DateTime.Now - m_startuptime).ToString();
}
///
/// Get the number of the avatars in the Region server
///
/// The first out parameter describing the number of all the avatars in the Region server
public void GetAvatarNumber(out int usernum)
{
usernum = m_sceneManager.GetCurrentSceneAvatars().Count;
}
///
/// Get the number of regions
///
/// The first out parameter describing the number of regions
public void GetRegionNumber(out int regionnum)
{
regionnum = m_sceneManager.Scenes.Count;
}
}
public class OpenSimConfigSource
{
public IConfigSource Source;
public void Save(string path)
{
if (Source is IniConfigSource)
{
IniConfigSource iniCon = (IniConfigSource)Source;
iniCon.Save(path);
}
else if (Source is XmlConfigSource)
{
XmlConfigSource xmlCon = (XmlConfigSource)Source;
xmlCon.Save(path);
}
}
}
}